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by kllrnohj
2756 days ago
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> On Unity's case with some subsystems in the process of being replaced by HPC#. They are converting their C# code to HPC# which specifically does not do GC allocations. https://youtu.be/NF6kcNS6U80?t=886 HPC#:
* no class types
* no boxing
* no GC allocation
* not exceptions for control flow
They are building a compiler to eliminate the GC from the GC'd language they were using. |
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Eventually game devs migrated to proper C.
A couple of years later, C++ code in game engines, was not even "C with Classes", rather C compiled with C++ compiler.
Eventually game devs migrated to proper C++.
Looking at the past, which I was partially part of, I see HPC# as a stepping stone into regular C#, in a similar vein that C code of yore was full of inline Assembly.
It is of course a matter of opinion, however I like to look at the past to see where the future leads to.
So lets see who's is right in about 10 years, regarding how game engines get implemented.